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Yaliw

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Posts posted by Yaliw

  1. I don't see powercreep at all. Now I can either take Hasten or my T8 at 22 but not both. Not only that but since powers are now much more bunched up, there are not enough slots in the early game to kit them out.

     

    I'm unconvinced this will 'break the game' or that power creep is happening. If anything, this makes planning builds harder because there are more choices at the low levels and optimization will be more challenging (i.e. fun for me).

     

    It's not like the blaster's nuke at 26 is slotted or the blaster has 200% recharge already to spam their nukes. It also means that blaster probably doesn't have Weave yet so she's squishier..

     

    Until some hard numbers come in proving these changes power creep some content out or make certain builds/playstyles obsolete, I'm going to be hyped for this change.

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  2. 6 hours ago, TheZag said:

    Faultline would sink into the earth.  Also,  hellions will take over PI,  lvl 31 will be removed from every enemy group,  mercenaries would be overpowered and regen would get nerfed.  So we have to ask ourselves,  is a claim all button worth all this?

     

     

    If this is what it takes to nerf the eternally OP regeneration then so be it!!!!!!1!!1!

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  3. Demon/cold mastermind does basically everything. Buffs, debuffs, frostworks makes tanks tankier etc. Demons provides resistance, cold provides defense. Just a great combo.

     

    Robot/Time is absurdly tanky thanks to Time's Juncture on top of your shields. It's my vote for best tankermind

     

    Crab spiders are just all around useful. Good aoe damage, venom grenade, great teamwork buffs, semi-tanky. Just a one-man walking artillery unit.

     

    My supportunata is my favorite though. She tanks, she nova's, she buffs, she deals great single target and aoe damage and she has solid control. Her only issue is her low hp and isn't the best at any of those- Just good.

     

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  4. Tl:dr: Scrapper or Brute? That is the question.

     

    Usually I'm pretty good about picking my archetypes but for some reason a little, voice in my head is telling me that I should have made my elec/elec scrapper into a brute instead. That sweet sweet 90% resistance to energy is calling me but I'm not interested in tanking with this character.

     

    Also how does lightning rod work on brutes vs scrappers? It's a pseudo pet right? Can it crit? Does the brute's fury damage bonus pass on?

     

    Is thunderstrike really that bad?

     

    Thanks everyone!

  5. I'm not a programmer or magical computer man, it would be beneficial to hear how easy or difficult some of these changes could be so we could spend more energy discussing things that are possible.

     

    I say this not out of defeatism but because I know the current team is doing all of this out of passion and love for the game. Triage is important in this case.

     

    Would it be beneficial to hold a poll on a list of changes we'd like to see to get an idea of what is popular and unpopular? A simple strawpoll perhaps?

     

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  6. I wouldn't mind the KB so much if I could control it. Due to it being a chance, it is inefficient and a gamble. It's the major problem with the set

     

    honestly, can we just have all the powers changed to KD? Or more conservatively, give us a way to control the knockback? It really sucks that a power won't KB something when I want it to and visa versa.

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  7. There are a lot of dud powers that I'd like to see improved but it's such a low priority for a variety of reasons that nobody can agree on.

     

    I won't go into specifics but there are powers that are bad then there are powers that are simply niche. Presence is niche. There are some here that even swear by it (tankerminds). They aren't bad powers though. So it is something to remember when you don't see many people with them.

  8. Eh, we can already take super speed which is just a better infiltration anyway.

     

    I'm not opposed to the idea, it's just not a pressing issue for me.

     

    Really what I'm hearing is that current infiltration should stack or just operate better in conjunction with SoA/Widow hide. Which I completely agree with since super speed does this already.

  9. I haven't posted in years but I'm back to discuss this topic as I am a massive mastermind player.

     

    I agree with TheZag not only to prevent God mode but also to see where we are after every buff and switch tactics accordingly. I say this because I believe that due to the power discrepancy between the primaries, we will inevitably have to start doing buffs (nerfs?) To the sets themselves and not just global changes.

     

    We can all agree mercs for example are at the bottom I hope but I don't want to touch them until all global changes are made to see what would need to be done to them on an individual level.

     

    I believe this is a healthy approach to untangling the mess that is masterminds- let's fix the global issues first, then begin tweaking the powersets individually once that is done.

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  10. 12 minutes ago, Megajoule said:

    As I understand it, Teleportation can't feasibly be made as fast (charging, executing, etc) as it could in a single player, entirely local game, because there's always the problem or at least the risk of latency and lag.  Whether that's on the client side, server side, or somewhere in the middle (network), you run into problems when parts of the game disagree on where your character is at any given moment/fraction of a second.

    I don't know if I believe this entirely. Look at WoW, when that game came out in 2004, Mages had Blink. An instantaneous teleport X distance. I'm sure we are clever enough to find a way to make something work that is at least similar to this.

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  11. 13 hours ago, Hyperstrike said:


    /jranger (aka NOPE!)

    If you can come up with a technical reason?  Basis for discussion.

    But you're arguing solely based on an anecdotal, personally qualitative measurement of "Fun".

    What if I'm a wannabe thunder god (aka an Elec/Elec Tank wannabe) who spams Ion every time it comes up?
    What if *I* think *THAT* is fun?
    Hmm?

     

    You are also arguing solely based on anecdotal measures of fun so... not a good counter point.

    I think we need to discuss the heart of the matter, whatever it is. Some people clearly are annoyed that incarnate powers are used in content that is designed for non-incarnate characters. Some people are arguing that nullifies some challenge, some argue that it nullifies or at least reduces the perceived effectiveness of certain classes. Some are arguing that incarnate powers don't feel like rewards since they are childishly easy to obtain now.
     

    There are a lot of points to take in here besides "yer takin' mah fun away" arguments. I for one think that a lot of these issues could be handled if Incarnate content was more difficult or simply grindier to obtain; this would reduce the saturation of these powers so we wouldn't see barrier spam or lore pets mopping up missions by themselves etc.

     

    I'm glad incarnate stuff is fun. Hell, I really love being able to do higher difficulty content solo with it. But I sure do feel less useful on a team with 7 other incarnates spamming Ion every group of enemies..

  12. If there was more content that really pushed the difficulty and made incarnate powers practically required, it wouldn't be such an issue. But it is really disheartening playing a buffing character but being completely worthless on a team once level 50 rolls around since the incarnate buffs nullify the use of, for example, force field.

     

    I really wish there was incentive to not use incarnate content or to encourage people with incarnate powers to do content designed for those powers. As it is now, there is no distinction, it's all level 50 content. It also doesn't help that the incarnate powers are pitifully easy to obtain for any level 50. If the incarnate powers required more time to obtain, we'd see less frequent 50+3's running around spamming buffs and virtually soloing content.

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  13. If I may make a suggestion, Why not just remove the limitations on alignments? Let me, the player, decide why my Hero character is in St. Martial doing bad things. Maybe I got brain washed, maybe I'm doing a 'greater good' thing or something. Right now, most of us are on hero side because that's where everyone is. I'd love to do more villain content but I'm forced to stay hero or vigilante to start up hero missions. Oh well, can't start up villain content easily so I just won't. That's most of our mindsets I think

    To further improve 'villain side' population, we also need more ways to access the zones. Maybe some of the boats in Paragon's ports can be access points. Ouroboros allows travel between both the blue and red zones. Maybe some secret 'rogue subways' will take you to some red zones etc.

     

    Finally, this would open up the avenue for villain contacts in blue zones and hero contacts in red zones, allowing the writers of new content to provide some more interesting takes on alignment, villain or hero groups etc.

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